Enum bevy_internal::asset::AssetMode
source · pub enum AssetMode {
Unprocessed,
Processed,
}
Variants§
Unprocessed
Loads assets from their AssetSource
’s default AssetReader
without any “preprocessing”.
Processed
Assets will be “pre-processed”. This enables assets to be imported / converted / optimized ahead of time.
Assets will be read from their unprocessed AssetSource
(defaults to the assets
folder),
processed according to their AssetMeta
, and written to their processed AssetSource
(defaults to the imported_assets/Default
folder).
By default, this assumes the processor has already been run. It will load assets from their final processed AssetReader
.
When developing an app, you should enable the asset_processor
cargo feature, which will run the asset processor at startup. This should generally
be used in combination with the file_watcher
cargo feature, which enables hot-reloading of assets that have changed. When both features are enabled,
changes to “original/source assets” will be detected, the asset will be re-processed, and then the final processed asset will be hot-reloaded in the app.
Trait Implementations§
Auto Trait Implementations§
impl RefUnwindSafe for AssetMode
impl Send for AssetMode
impl Sync for AssetMode
impl Unpin for AssetMode
impl UnwindSafe for AssetMode
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
T
ShaderType
for self
. When used in AsBindGroup
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